@Pharan @Nate @[deleted]
Sorry for necro-ing this thread. I'm currently looking for a physics based solution for my cape and found this awesome thread and vidoes. But the problem is I'm using rigidbody2D.
Nate's method is great, but it only works on ridibodies. :doh:
Do you guys have any suggestions on getting physics-driven capes for rigidbody2D's ? :love:
I tried to change the SkeletonUtilityKinematicShadow.cs to reflect rigid2D's .. but no luck.
Any help would be greatly appreciated!!
I tried playing around with rigidbody2d.moveposition, as mentioned by captainbeeves. But my limited coding skills weren't able to succeed there.
[edit]
I did a work around. I attached a unity cloth sim to the bones that were exposed in the skeleton utility. Going to test it out some more, but hopefully this can work
Pharan wroteI know Mitch made a demo of a character with a physics-driven cape. It doesn't seem to be part of the Spine sample files. But I vaguely remember he showed how to do it.
01 Dec 2015 9:53 am
The setup is around the 2 minute mark.
Though it doesn't showcase it as good as the other setup where you can control the character and he runs and the cape flaps around. There WAS a video of that or something. Maybe you'll have better luck finding it.
01 Dec 2015 9:55 am
Also see check this video :
01 Dec 2015 10:02 am
The Raptor Animated Physics scene file from the Example unity files shows how to drive bones with physics.
Check its SkeletonUtility setup. Notice the use of SkeletonUtilityKinematicShadow.
01 Dec 2015 10:12 pm
Okay, Nate found it.